-Please consider either adding a quest for color crystals or removing decay just on color crystals. Our number one issue has always been loot components being required in sabers. The condition loss on the damage crystals/pearls will already have us hunting for them quite a bit, there's no need to add color crystals on top as they are required just to draw your saber.

-The ability to color the Robes would be a welcome addition. Even an extremely limited pallete would be great, considering we will be wearing those robes for the rest of our gaming life as Jedi.

-Please remove boots from the Wookie robe models

-Please fix the double death penalty (losing 2 deaths on disconnect+killed)This happens with some regularity and is really going to hurt people if they are losing XP each death pre-knight.

-Consider increasing the spawn time of the uber camped mobs like the Acklay/Spider etc.

-Allow people to board shuttles even if in combat On TC2/3 Jedi with force run can engage an overt and dance out of range without attacking to grief them into not being able to shuttle

-Allow tailor crafted robes to be wearable over Jedi Robes And if the art time to produce 120+ hooded robes for all species combos is not possible, please consider allowing tailors the abillity to craft a simple hooded cloak for each needed species that all players can wear. That should only be 6 basic hooded cloaks as wookies already have one. Again, definately not a priority but a cool suggestion that all players would enjoy.

Message Edited by ArjunThakur on 06-23-200410:40 AM

Message Edited by ArjunThakur on 06-24-200404:50 PM

Armorman 12 point SmithVisit the Dragon's Head Mall at 5962, 4208Right off the Shuttle at Fort Krayt, Tatooine.

i posted this in Punchlist Feedback thread, but thigns tend to get lost in long threads soill post it here as well.

COLOURCRYSTALS:

I dont recall this being on too many "official" lists, but it is on many peoples individual wish lists. I would like to submit that instead of making colour crystals craftable, they could still be a loot item, but they could possibly be made to have no decay. This will do 2 things. It will make a lightsaber much more customizable. If a Jedi is forced to use whatever crystal they can get their hands on just to use their saber, there is realy no feeling that they can customize as they like. Secondly, the demand will be lower so the cost will go down (hopefully - as long as the economy works right), making it easier for Jedi to obtain the necessary components for thier sabers without having to sell their first born to do so.

Hopefully this can be a viable solution, it doesnt give Jedi any more power, or make them any stronger than any other profession, but it does allow them to more easily have a weapon and not end up in the middle of a fight and suddenly have their saber go out due to decay on an item that doesnt enhance its ability to do any damage.

"Glad my 40 million credit saber is less effective than a fist. I know when i saw starwars in '77 I came out thinking gee those lightsabers are cool, but they SUX compared to a good ole' knuckle sandwich...lol" - KyleKnox

Credit for the apprentice box needs to be adequately awarded in the conversion. Padawan recieves 28 points, and Apprentice only 8. Apprentice takes twice as long to accomplish.

Jedi robes not having any resists whatsoever will hurt anyone that cannot Master Lightsaber or Defender right off the bat. Sure we have innate toughness, but so do other players. And they can use 80-90% armor. The reasoning of "Armor will be downgraded in the combat revamp" is not suffecient. We all know that is at least 2 months from now.

AP bug needs to be addressed. Since everything is vuln to LS damage, our Medium AP is completely useless on anything that has AR 1 or higher.

I understand the problems with the hooded robes/backpacks... fine, I can live with it.

What I CAN'T live with (from an aesthetic point of view) is that at this time, regardless of the 31 robes Thunderheart claims exist, it would seem the breakdown is 15 light-side FRS robes, 15 dark-side FRS robes, and 1 Padawan robe.

The padawan robe, as we have all seen, is a very plain white tunic with brown boots. And, it is a virtual requirement to wear it, because of the bonus to regeneration and force pool.

Because of this, I am begging, pleading, whatever... can we PLEASE get a limited color palatte to adjust these robes to customize our character a bit?

My reasoning is based off the following: First of all, SWG has one of the most robust character customization systems of any MMORPG, or any game period. The fact that an Image Designer and Tailor profession exist speaks volumes about this. Forcing all entry-level Jedi and even those Jedi who never enter the FRS to look virtually identical is contrary to the system, considering Jedi is one of the main "end-game" content points we have at this time.

Secondly, as I mentioned above, many Jedi will not choose to enter the FRS even when "mastering" their skill points, and for any Jedi that does not convert over from 4/4/4/4 guardian, or future new Jedi, we have a long grind ahead of us staring at blaze-white pajamas.

Thirdly, in the movies, no "padawan" that I saw wore this pure white. Obi-Wan in Episode 1 had a more cream-colored tunic, and Anakin in Episode 2 had very dark padawan garb. Obviously, there is no "standard uniform" for padawans in SWG movies, why should there be in this game with its fantastic customization system?

So in conclusion, could we please have (ideally) a 3-part color palatte to choose a tunic color, pants color and boots color from a selection of white/tan/brown/grey/black? That way, we'd have a better variety of appearances while still staying within the "earth tones" that Jedi favored (no ridiculous colors are being requested) and we can feel more comfortable that are characters still retain a shred of uniqueness. Worst-case scenario, can we have a single color palatte that chooses from the white/tan/brown/grey/black that modifies the tunic/pants the same color and leaves the boots alone?

Additionally... I posted this on JustG's thread, but I thought it might warrant some further discussion/input from the community.

JustG wrote:

1. XP loss

We will remove Ranked Jedi vs Ranked Jedi XP loss

11. XP loss should have a decay timer.

Should be moot with XP Loss removal

This bothers me a bit... the people most affected by the XP loss are the ones who are NOT already in the trials... the lower-level Jedi who would potentially have a much more difficult time recovering from the death. Personally, when I enter the FRS, I could care less about Jedi XP loss, since I should have had quite a bit of time to evaluate my template by then, and if I really feel like changing it I'll dig out of the hole. It's when I am leveling TO the FRS that it matters, in my opinion.

Death penalty is severe, yet gives no failsafe buffer to account for LD-type deaths like the old system. We need 2-3 "freebie" deaths (similar to the current /deathcount, with a decay timer on the deaths), to avoid situations where by problems like power-outages or ISP malfunction, we die and lose not only the 200K for death, but also an additional 200K for going LD while dead. Our lightsabers drop to 200-300 damage when not doing specials in PvE, not to mention our lack of armor makes us much more vulnerable to damage, so if we go LD our chance of death/incap against mid-high to high level MOBs is nearly 100%. With no deathcount safety buffer, we could see people losing hundreds of thousands of XP through no fault of their own. I'm fine with losing 200K XP to dying in PvP or PvE through my own stupidity, but not to my ISP deciding to make my modem reset for 20 minutes.

I agree there needs to be a death penalty, but either a cap on negative XP (like no Jedi can drop below -500K XP or something) or a decay on it would be nice, and so would a freebie death or three like the still-live and kicking system, just to account for the "no fault of our own" type deaths that will undoubtedly occur.

Proposal:

- Fix the "dead while LD" double-death penalty.- Grant each Jedi 2-3 "no-penalty" deaths, similar to current system. Can be tracked with /deathcount, and will decay 1 death per week.- All deaths beyond the "no-penalty" deaths subject to normal penalty. Perhaps PvP deaths reduced in penalty, except vs. Bounty Hunters which incur normal penalty.- Cap negative XP at -500,000, so a Jedi has the potential to get back to the positive even if they have suffered severe loss.

Fix the crystal decay or give us the ability to re-tune a crystal (like a repair). As it currently stands all the crystals in your saber take decay for each hit. That means rather than the intended 3 X 1000 = 3000 with 1 decay point per time we are encountering 3 decay points. There is no improvement upon decay. Things actually decay faster now. This seriously needs to be addressed. Else allow us to purchase crystals (of both types) at our trainers for a minor cost in XP. Say 10k per crystal. This would take crystals out of the inflated economies. That WAS our #1 issue before this entire revamp started.

That and we need to be allowed to wear armor. All other classes that have innate defence mods are allowed to wear armor. If they are not adding armor resists to robes give us the option to wear armor. The downfall to wearing armor would be the loss of the force pool bonuses that the robes grant. Allow this until the combat revamp occurs then nerf our armor ability.

I found on TC2 that I was being awarded XP whenever I killed a creature using a lightsaber. This will obviously be exploited by some Jedi to provide themselves a small amount of fun and even the slight possibility of levelling eventually. Please have them remove xp awards from combat .... cause Jedi is supposed to be hard! right?

Seriously though, I got nothing to add now. Mostly cause I just don't care anymore. Though it was nice to actually get responses from the Dev's, even if I didn't like some of the answers.

Oh wait, here's one for you - Clarify to the Dev's on the deconstruction of lightsabers that it's not a "one good pearl and 3 crummy crystals yeilding garbage" problem, but a "four awesomely righteous pearls yeilding garbage" problem

::::::::::::::::::::::::::::::::::::::::::::::::::::::::Ailix Fry - assassin/doc/jedi"What you must know is how man reacts. Weapons change, but man who uses them changes not at all. To win battles you do not beat weapons - You beat the soul of the enemy." ::::::::::::::::::::::::::::::::::::::::::::::::::::::::

twin crystals now damage crystals?????wish the patch would have went live as i would not have 6 sabers and 37 twin crystals i was going to have as color crystlas that i now can't use,now i have 0!!!!!!!!!!!!!!!!!!!!!!!!color crystlas,jedi here with no saber because i now have no color crystal to ignite it. great communication on this joke of a revamp!!!!!!!!!!!!!!!!!

I posted basically this to the cliff notes post...but since you asked:

JustG wrote:

18. Master Healing/Force Power need mods to +speed for their respective skills.

Moot point. These do exist within the FRS.

This is NOT a moot point. Unless the force powers tree was never meant to be a viable tree for anyone who wanted to remain outside of the FRS....this just makes zero sense. Are all the saber speed mods in the FRS? No.

There will be ZERO diversity in the jedi population now - either because a) The jedi does not intend to enter the FRS (And so can only be master saber if he wants offense skills in PvE) ... or b) Because the Jedi IS going to go into FRS ... and in order to get there need an offensive skill - Master Saber ...the whole force power tree useless untill he gets there.... this makes NO LOGICAL SENSE.

... not NOT NOT a moot point. The fact that they are all in the FRS IS the point / problem.

Rethink Punchlist item #21. Lightsaber combat is, by it's very nature, melee oriented. How can a Jedi be masters at such things, and then be weak against someone swinging a Hammer at them from 4 feet away? This is one of those items that doesn't make sense no matter how many ways you look at it.

We can not stress enough that the current skill tree system DOES NOT give any versitility. All Knight lvl Jedis will have similar templates because they will be forced to take them to advance. You need to keep beating this into their heads until they can see reason Arjun.

We can not stress enough that the current skill tree system DOES NOT give any versitility. All Knight lvl Jedis will have similar templates because they will be forced to take them to advance. You need to keep beating this into their heads until they can see reason Arjun.

this is a very good point. I think it would only require a little tweaking to make the skill trees quite comparable to each other thus making them all quite desirable.

Rethink Punchlist item #21. Lightsaber combat is, by it's very nature, melee oriented. How can a Jedi be masters at such things, and then be weak against someone swinging a Hammer at them from 4 feet away? This is one of those items that doesn't make sense no matter how many ways you look at it.

/AGREE!

which of these makes the least sense:

paper > rockrock > scissorsflesh > lightsaber

??

and...I'll say it again:

IndySWG wrote:

I posted basically this to the cliff notes post...but since you asked:

JustG wrote:

18. Master Healing/Force Power need mods to +speed for their respective skills.

Moot point. These do exist within the FRS.

This is NOT a moot point. Unless the force powers tree was never meant to be a viable tree for anyone who wanted to remain outside of the FRS....this just makes zero sense. Are all the saber speed mods in the FRS? No.

There will be ZERO diversity in the jedi population now - either becausea) The jedi does not intend to enter the FRS (And so can only be master saber if he wants offense skills in PvE) ... orb) Because the Jedi IS going to go into FRS ... and in order to get there need an offensive skill - Master Saber ...the whole force power tree useless untill he gets there.... this makes NO LOGICAL SENSE.

... not NOT NOT a moot point. The fact that they are all in the FRS IS the point / problem.